I put in about four hours with this mod yesterday morning and decided to give a few thoughts. I have not played ACOK since version 1.5, so I've run into a lot of new features and I can't say whether they are new to 2.1 or 2.0, but they are new to me.
The scene-making has vastly improved over time. The last time I played the mod, I remember that there were many identical castles and towns, and few that were particularly memorable outside the excellent locations made for quests. In contrast, while playing 2.1, the quality and detail of each scene has continually surprised me, along with the incredible amount of new props. The Warband engine is never going to wow you, but I found many of the scenes I wandered into to be full of atmosphere and story. I have only visited a fraction of the locations available, but the highlights so far have been Lord Harroway's Town, the new snowy northern holdfasts, the Citadel of Old Town, several of the Barrows, and King's Landing and its many unique places to visit.
That sort of leads me to what I consider the standout feature for this update, which is the exploration. I have been very surprised by the amount of explorable locations, and the variety between them. With the bits of story that are included, I found them to be engaging and I enjoyed wandering through them and trying to discover each update and clue. That some of the locations provide small treasures or rewards make them a viable way for a young party to earn a bit of experience and a little gold. It was only towards the end of my playtime yesterday that I realized that you provide an update when the player has completely explored a location, so I now must go back to many of the previous spots I had visited and search around for what I've missed. I am looking forward to it.
Arms and armour have a terrific amount of variety, and I've found it feasible now to play without enemy healthbars or ally icons because it is usually easy enough to identify friend from foe just using their gear. With as many factions as are wandering around, that this is possible to do is impressive. I am also very pleased with the steep stat requirements for highest end arms and armours; I have seen many that require strength 20, which makes it impossible for a player just starting out to immediately kit himself in the best possible equipment, allowing for a meaningful progression over time. I suspect that this might annoy some people, but it fits how I like to play.
However, these equipment stat requirements made it difficult to advance in the Freelancer system as a beginning player. I usually start out my playtime in the service of a lord until I have enough money to support my own warband, but I was unable to accept promotions for a very long time, as the very first promotion required me to have 14 strength to wear its armour. I did not necessarily mind this, but I could not seem to find a troop tree in any of the menus to see what the requirements were, and the mystery of not knowing what my strength needed to be lead to several levels going by just dumping points into strength, uncertain how long I would be stuck as a recruit.
As for weapons, I tend to use spears and I was annoyed when mine broke in a single hit (the tooltip is clearly not just a suggestion), but then I discovered you also have 'heavy' variety spears that are shorter and don't seem to break, and have switched to those. Over time, I have seen the value in the spear-breaking, as I now line up my infantry with light spears, have them brace for calvary, and do not need to tell them to switch to swords/axes because they do it themselves when their spears break. Spearmen are actually pretty formidable AI units now because they are deadly to calvary, but no longer become overwhelmed by man-to-man fighting without babysitting via commander orders.
I do not know if the animated flags on the knights' lances are new, but they look great. Sword variety is outstanding.
On to quests; out of all the features in your mod, your quests have always been what set you apart from your peers, in my opinion. ACOK does many things well, but it does quests better than any modification outside of Viking Conquest story mode. I have discovered several new quests already and have found them compelling and full of flavour, but I have also run into several issues with bugs, including on quests that I remembered completing successfully in previous versions. I see from your thread that others have already discussed these (and that you intend to release a patch), but just for further information, I have been unable to progress Knowledge 5 and the pirate quest, and had problems with the Nights Watch questline. I will update this post if I encounter other issues.
Finally, the biggest shock I had while playing this version was the changes in AI diplomacy. I had a story screen pop up towards the end of my playtime yesterday that said that Renly had taken the Iron Throne, had executed Joffrey, Tommen, Myrcella, and Cersei, and that Tywin had retreated back to the Westerlands in hopes of one day reforming the Kingdom of the Rock. I had no idea anything outside of the books' storyline could happen, and I was beyond thrilled. To be able to have different events occur in terms of AI kingdoms and diplomacy makes things much more interesting, even if those events don't always follow canon. There also seems to be constant warfare and switching of allegiances in Essos now, and it makes me want to take a boat over there and play in that sandbox for a while.
Thanks for your time and effort. I intend to play a little more today and am looking forward to what I find.